The Neverhood

1996 The Neverhood
Designed by Brian Belfield, Eric Ciccone, Mike Dietz, Kenton Leach, Mark Lorenzen, Tim Lorenzen, Edward Schofield, Douglas TenNapel
Relevance:
The whole world is an artificial puzzlehood. The puzzles aren't natural parts
of the world, but the world itself has no nature.

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Real-time:
*) when you press on buttons to open doors, you often only have a few seconds
   to go through before the door closes again -- you can just press the button
   again
*) the CRT clues are flashed for only a few seconds -- but you can cycle
   through them as many times as you need
*) setting the CRT symbol lock gives you only a few seconds to select each
   symbol as it is presented -- you can wait for the next cycle, but it's
   very tedious

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Reasonability:
Some puzzles were needlessly tedious because you had to restart from the
beginning when you made a mis-step:
*) pairs-matching board
*) CRT symbol matching lock

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Difficulty:
*) finale rings room -- nice out-of-box challenge
*) radio room activation -- have to associate the cliff radio with this
   building, and notice that a ring in your house activates the radio
*) CRT symbol matching lock -- made a bit tricky by the "broken" symbol
*) mouse-hole -- you can brute force it, but there's an easy, clever solution